Implement ClaimWindow, mostly copied from Vulkan and FNA3D D3D11

d3d11
Caleb Cornett 2023-09-24 21:20:04 -05:00 committed by cosmonaut
parent 5385f02bbd
commit b9d7cec252
1 changed files with 204 additions and 6 deletions

View File

@ -46,7 +46,7 @@
#define D3D11_CREATE_DEVICE_FUNC "D3D11CreateDevice"
#define D3DCOMPILE_FUNC "D3DCompile"
#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
#define WINDOW_SWAPCHAIN_DATA "Refresh_D3D11Swapchain"
#define WINDOW_DATA "Refresh_D3D11WindowData"
#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
@ -83,7 +83,7 @@ typedef HRESULT(WINAPI *PFN_D3DCOMPILE)(
/* Conversions */
static DXGI_FORMAT RefreshToD3D11_SurfaceFormat[] =
static DXGI_FORMAT RefreshToD3D11_TextureFormat[] =
{
DXGI_FORMAT_R8G8B8A8_UNORM, /* R8G8B8A8 */
DXGI_FORMAT_B8G8R8A8_UNORM, /* B8G8R8A8 */
@ -233,6 +233,19 @@ static D3D11_TEXTURE_ADDRESS_MODE RefreshToD3D11_SamplerAddressMode[] =
/* Structs */
typedef struct SwapchainData
{
IDXGISwapChain *swapchain;
ID3D11RenderTargetView *swapchainRTView;
} SwapchainData;
typedef struct WindowData
{
void* windowHandle;
uint8_t allowTearing;
SwapchainData *swapchainData;
} WindowData;
typedef struct D3D11Renderer
{
ID3D11Device *device;
@ -244,8 +257,12 @@ typedef struct D3D11Renderer
void *d3dcompiler_dll;
uint8_t debugMode;
D3D_FEATURE_LEVEL featureLevel;
D3D_FEATURE_LEVEL featureLevel; /* FIXME: Do we need this? */
PFN_D3DCOMPILE D3DCompileFunc;
WindowData **claimedWindows;
uint32_t claimedWindowCount;
uint32_t claimedWindowCapacity;
} D3D11Renderer;
/* Logging */
@ -693,13 +710,195 @@ static void D3D11_BindComputeTextures(
/* Window and Swapchain Management */
static WindowData* D3D11_INTERNAL_FetchWindowData(
void *windowHandle
) {
return (WindowData*) SDL_GetWindowData(windowHandle, WINDOW_DATA);
}
static void D3D11_INTERNAL_ResolveSwapChainModeDescription(
IUnknown *device,
IDXGIAdapter *adapter,
IDXGIFactory1 *factory,
HWND window,
DXGI_MODE_DESC *modeDescription,
DXGI_MODE_DESC *swapChainDescription
) {
HMONITOR monitor;
int iAdapter = 0, iOutput;
IDXGIAdapter1* pAdapter;
IDXGIOutput *output;
DXGI_OUTPUT_DESC description;
/* Find the output (on any adapter) attached to the monitor that holds our window */
monitor = MonitorFromWindow(window, MONITOR_DEFAULTTOPRIMARY);
while (SUCCEEDED(IDXGIFactory1_EnumAdapters1(factory, iAdapter++, &pAdapter)))
{
iOutput = 0;
while (SUCCEEDED(IDXGIAdapter_EnumOutputs(pAdapter, iOutput++, &output)))
{
IDXGIOutput_GetDesc(output, &description);
if (description.Monitor == monitor)
{
if (SUCCEEDED(IDXGIOutput_FindClosestMatchingMode(output, modeDescription, swapChainDescription, device)))
{
IDXGIOutput_Release(output);
IDXGIAdapter1_Release(pAdapter);
return;
}
}
IDXGIOutput_Release(output);
}
IDXGIAdapter1_Release(pAdapter);
}
}
static uint8_t D3D11_INTERNAL_CreateSwapchain(
D3D11Renderer *renderer,
WindowData *windowData
) {
SDL_SysWMinfo info;
HWND dxgiHandle;
DXGI_MODE_DESC swapchainBufferDesc;
DXGI_SWAP_CHAIN_DESC swapchainDesc;
IDXGIFactory1 *pParent;
IDXGISwapChain *swapchain;
SwapchainData *swapchainData;
HRESULT res;
/* Get the DXGI handle */
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo((SDL_Window*) windowData->windowHandle, &info);
dxgiHandle = info.info.win.window;
/* Initialize the swapchain buffer descriptor */
swapchainBufferDesc.Width = 0;
swapchainBufferDesc.Height = 0;
swapchainBufferDesc.RefreshRate.Numerator = 0;
swapchainBufferDesc.RefreshRate.Denominator = 0;
swapchainBufferDesc.Format = RefreshToD3D11_TextureFormat[REFRESH_TEXTUREFORMAT_R8G8B8A8];
swapchainBufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapchainBufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
/* Get the closest matching mode we can from the current monitor */
D3D11_INTERNAL_ResolveSwapChainModeDescription(
(IUnknown*) renderer->device,
(IDXGIAdapter*) renderer->adapter,
(IDXGIFactory1*) renderer->factory,
dxgiHandle,
&swapchainBufferDesc,
&swapchainDesc.BufferDesc
);
/* Initialize the swapchain descriptor */
swapchainDesc.BufferDesc = swapchainBufferDesc; /* FIXME: I think this is wrong, and it's wrong in FNA3D too! */
swapchainDesc.SampleDesc.Count = 1;
swapchainDesc.SampleDesc.Quality = 0;
swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchainDesc.BufferCount = 3;
swapchainDesc.OutputWindow = dxgiHandle;
swapchainDesc.Windowed = 1;
swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapchainDesc.Flags = 0;
/* Create the swapchain! */
res = IDXGIFactory1_CreateSwapChain(
(IDXGIFactory1*) renderer->factory,
(IUnknown*) renderer->device,
&swapchainDesc,
&swapchain
);
ERROR_CHECK("Could not create swapchain");
/*
* The swapchain's parent is a separate factory from the factory that
* we used to create the swapchain, and only that parent can be used to
* set the window association. Trying to set an association on our factory
* will silently fail and doesn't even verify arguments or return errors.
* See https://gamedev.net/forums/topic/634235-dxgidisabling-altenter/4999955/
*/
res = IDXGISwapChain_GetParent(
swapchain,
&D3D_IID_IDXGIFactory1,
(void**) &pParent
);
if (FAILED(res))
{
Refresh_LogWarn(
"Could not get swapchain parent! Error Code: %08X",
res
);
}
else
{
/* Disable DXGI window crap */
res = IDXGIFactory1_MakeWindowAssociation(
pParent,
dxgiHandle,
DXGI_MWA_NO_WINDOW_CHANGES
);
if (FAILED(res))
{
Refresh_LogWarn(
"MakeWindowAssociation failed! Error Code: %08X",
res
);
}
}
/* Create the swapchain data */
swapchainData = (SwapchainData*) SDL_malloc(sizeof(SwapchainData));
swapchainData->swapchain = swapchain;
swapchainData->swapchainRTView = NULL;
windowData->swapchainData = swapchainData;
return 1;
}
static uint8_t D3D11_ClaimWindow(
Refresh_Renderer *driverData,
void *windowHandle,
Refresh_PresentMode presentMode
) {
NOT_IMPLEMENTED
return 0;
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
if (windowData == NULL)
{
windowData = (WindowData*) SDL_malloc(sizeof(WindowData));
windowData->windowHandle = windowHandle;
windowData->allowTearing = presentMode == REFRESH_PRESENTMODE_IMMEDIATE;
if (D3D11_INTERNAL_CreateSwapchain(renderer, windowData))
{
SDL_SetWindowData((SDL_Window*) windowHandle, WINDOW_DATA, windowData);
if (renderer->claimedWindowCount >= renderer->claimedWindowCapacity)
{
renderer->claimedWindowCapacity *= 2;
renderer->claimedWindows = SDL_realloc(
renderer->claimedWindows,
renderer->claimedWindowCapacity * sizeof(WindowData*)
);
}
renderer->claimedWindows[renderer->claimedWindowCount] = windowData;
renderer->claimedWindowCount += 1;
return 1;
}
else
{
Refresh_LogError("Could not create swapchain, failed to claim window!");
SDL_free(windowData);
return 0;
}
}
else
{
Refresh_LogWarn("Window already claimed!");
return 0;
}
}
static uint8_t D3D11_UnclaimWindow(
@ -725,7 +924,6 @@ static Refresh_TextureFormat D3D11_GetSwapchainFormat(
Refresh_Renderer *driverData,
void *windowHandle
) {
NOT_IMPLEMENTED
return REFRESH_TEXTUREFORMAT_R8G8B8A8;
}